# Limitations [Back to README](../README.md) ## Maps and blocks - Scenery streams from a provider. Coverage, detail, age, and loading speed vary by location. - Collision blocks approximate the 3D mesh. Trees, walls, entrances, water, and slopes can disagree with the image. - There are no measured building interiors or underground geology. Generated dirt, stone, and inferred floors are simulated. - Destinations occupy separate areas of one save. This is not a continuous, fully generated Earth. - Vanilla ores, structures, and complete survival terrain are not generated. - In 1.21.1 Earth mode, confirmed missing 3D coverage creates empty collision chunks. Other service failures can interrupt world loading. Saved chunks are not automatically regenerated. ## Street View - The photo covers untouched terrain. You see Minecraft textures where blocks are placed or broken. - Only actual collision geometry is breakable. A photographed wall does not supply its depth or interior. - If 3D terrain is unavailable, Street View uses simulated deep ground. Photo objects can lack collision. - Walking and third person use an approximate flat-ground projection. Close walls and slopes can distort. - Photos are stitched up to 4096×2048, depending on source quality. Higher resolution cannot recover missing source detail. - Returning to a stop keeps its edits. Replacing saved terrain to improve alignment could erase builds, so the mod does not do that automatically. ## Versions and performance - Use the exact 1.21.1, 26.2 or 26.3 build. Other Minecraft versions are not supported by these artifacts. - 26.2 and 26.3 are experimental: native photo gameplay and space flight are absent, distant terrain can clip, and shader compatibility is unverified. The 26.3 port uses the new terrain and graphics APIs; Propwash compatibility still needs in-world testing. - On 1.21.1, coarse map tiles provide the distant preview, with an 8,000-block default. This does not increase collision or simulation distance. - Distant Horizons rendering is suppressed in Earth and photo dimensions. Street View uses the vanilla Iris pipeline; other dimensions keep their usual shaders. - Automated builds and selected rendering checks pass. They do not prove every shader/mod combination or long session works. - Offline scenery and public multiplayer hosting are not supported as a ready-made setup. Each client needs map access; native photos also need the server's photo service. ## Provider usage New map areas and photos use provider quota and may incur charges. A photo can require dozens of tile requests. Check your own account's current limits; credentials and unlimited access are not included. Keep Google, OpenStreetMap, and other required credits. RealWorldMC uses Apache 2.0; imagery and generated map-derived content have separate conditions. Check provider permissions before sharing map-derived saves or using them commercially: [Google content through Cesium](https://cesium.com/legal/terms-for-google/) and [attribution](https://cesium.com/learn/ion/content-usage-and-attribution-guide/).